Hunting
Before you jump into combat, you'll first need to locate a group of enemies by going on a hunt. Your Hunting Mastery and Movement Speed determine how many enemies you find per second, while your Hunting Mastery level also sets how long you can hunt continuously.
The longest you can hunt is tied to your character's maximum idle time. For example, if your character is marked as the "main character" and has an active membership, they can stay in action for up to 8 hours.
You can increase your Movement Speed with the help of Pets and you can increase your Hunting Mastery by completing hunts.
How Hunt Speed Works
Your hunt speed comes from Hunting Mastery and Movement Speed. Higher values make enemies appear faster, so you see more of them during the same hunt.
Weather can also change the pace. Some weather helps hunting, while some weather slows it down.
TIP
Check the Weather page to see which weather helps or hurts your hunt.
If you want to compare builds, the formula below shows how the game turns your stats into enemies per second. The important part is simple: better stats mean more enemies before the hunt ends.
Ending Hunts Early
If you need to stop a hunt, just click Cancel Hunt. You'll still receive part of the rewards, based on how long you spent hunting.
For example, if you were hunting 200 enemies over 100 minutes and canceled after 50 minutes, you’d get rewards for 100 enemies since you completed 50% of the hunt.
You can restart a hunt at any time, and it will continue from where you left off. Any new enemies you hunt will be added to what you’ve already hunted. So, if you’ve already hunted 50 Goblins and start again, the new enemies will stack on top of those 50.
Enemy Decay
Enemies will flee over time if you're not fast enough to engage them in battle. The rate at which they run away depends entirely on your hunting level - the higher your hunting mastery, the fewer enemies will escape.
The scale ranges from 10% to 2.5%. At Hunting Mastery level 1, 10% of discovered enemies will flee every 4 hours. At Hunting Mastery level 100, only 2.5% will flee in the same timeframe.
The timer starts when the enemy is first discovered, and you’ll see a countdown in the enemy's dialog box to show you exactly when they are expected to flee.
Hunting Loot
Loot is rolled from the enemies you actually find during a hunt. Each enemy has its own loot chance and loot table, so the total loot depends on the enemies you encounter.
The game builds the loot plan while the hunt runs. That means more enemies usually gives you more chances at loot, but the enemy mix still matters.
If you stop a hunt early, you only keep the loot and rewards that have already elapsed.
Power Hunting
Power hunting is a short bonus mode that runs alongside your normal hunt. It is optional, but it gives you extra enemies to click for more rewards.
- Power hunting lasts between 2 and 5 minutes depending on your Hunting Mastery level.
- The experience from power hunting is between 4 and 25 depending on your Hunting Mastery level.
- Bonus enemies show up quickly, and if you miss one it can come back a few seconds later.
- After a power hunt ends, you must wait 12 hours before starting another one. Members wait 10 hours instead.
INFO
You can only hunt enemies that match your combat level. For example, if your combat level is 20, the highest level enemies you can hunt are level 20.
INFO
Since v0.23.0, pets can no longer hunt for enemies on behalf of your character. Only your characters can hunt.
INFO
Since v0.23.5, there are no limits to the number of enemies you can hunt. Instead, the enemies slowly decay over time.
INFO
Since v0.55.0, pet hunting mastery no longer affects your character's hunt duration. Only your character's Hunting Mastery level affects how long you can hunt.
Formulas
Enemies Per Second
Base Spawn Rate: 0.03
Max Level: 100
Minimum Movement Speed: 1
Max Movement Speed: 50
Normalized Level: (Character Level - 1) / (Max Level - 1)
Normalized Movement Speed: (Movement Speed - Minimum Movement Speed) / (Max Movement Speed - Minimum Movement Speed)
Scaling Factor: 1 + Normalized Level + Normalized Movement Speed
Enemies Per second: Base Spawn Rate × Scaling Factor
